View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0007371 | Valley 1 | Bug - Monster Behavior | Apr 30, 2012 1:09 pm | Jul 20, 2012 6:24 pm | |
Reporter | Leafy Greens | Assigned To | |||
Status | considering | Resolution | open | ||
Product Version | 1.001 | ||||
Summary | 0007371: Sea Worm swarming | ||||
Description | The sea worms have a strong tendency to come at players in groups, cornering them and making it literally impossible to escape without using an elusion scroll. Suggested fixes: 1: make sea worms vulnerable to knockback. that way, if you're cornered, you can use something like splash back to give yourself some room to fight back and maybe survive. 2: reduce the worms' attack power. their base power, combined with swarming, means that even skilled players only have a few seconds to kill all of the attackers and escape. if the base power wasn't so high, there would be more time to fight back. 3: reduce the worms' move speed. one of the worst things about the sea worms is how quickly they move, unless you hit them. if they didn't move so quickly, you could avoid being cornered. 4: increase the sea worms' size. this is my least favorite solution, but it still might theoretically work. if the worms are bigger, then they can't crowd around you as much, and therefore you won't be facing 5 at once. EDIT: Somehow, I managed to forget possibly the best solution: reduce the worms' HP. Kudos to Quaix for bringing this up. | ||||
Tags | balance, nerf, overpowered | ||||
Internal Weight | Feature Suggestion | ||||
related to | 0008975 | assigned | Chris_McElligottPark | Bats and Sea Worms can ignore their own listed detection range after detecting you once. |
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Or maybe (slight?) hp reduction? Especially at higher tiers, they have an insane amount of hp. |
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Yeah, don't know how I managed to forget to put that in >..< HP reduction would also work. Actually, that might be the best of all of the options. |
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I think their detection radius should be greatly lessened. They area a worm. A deadly flying magical worm, but a worm nonetheless. They should also more easily "forget" about the player when the player gets too far away, at least indoors. Indoors, you can very easily get "screwed" by an unlucky worm and cut off from your exit before you know what to do. |
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Honestly I think they should only spawn and be able to move inside acid water. Them flying doesn't make a lot of sense to me, unless the game told me it was a flying sea worm :P. I also think the less vision radius is a good idea as well. |
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Sea Worms annoy me greatly for this reason. Their swarming makes them a major problem, oh, and God HELP YOU if they show up in an Anachronism mission. Have fun when they swarm around the enemy you need to kill, but the worms reflect your damage back on top of the high damage they already do! |
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I find they are too slow after you strike them and if you use any stealth enchant they become a complete non-issue. Try using a high power, low accuracy spell like Leaf Whip or Death Touch. Although, a percentile damage type spell would cut them down quickly it might maybe be problematic to add additional immunities to all the mini-bosses/etc. A melee weakness (if possible) would also make them a breeze. |
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While we're on the topic of Sea Worms and the need to rebalance them, can we just have them taken out of Anachronism missions entirely? Their behavior makes them far too troublesome in those missions, see the above. It's way too easy for them to get lodged in narrow areas and block your path, or even block monsters you need to kill, making the missions impossible to complete. If their behavior can be fixed to the point they work properly in those missions great, but right now they're just an unneeded frustration when you're trying to be a temporal janitor. |
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Am I the only person who hasn't ever had a problem murdering these little buggers? Seriously I don't find them to be annoying or unbalanced except in Anachronisms. |
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I usually don't have a problem with Seaworms, except in a few cases where multiple worms can swarm you due to their massive detection range and the fact they never seem to stop aggroing you once they spot you. Also, Anachronism Missions, where they just plain make said missions an absolute pain. If they need a nerf anywhere, it's in THOSE stupid missions. |
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All enemies have unlimited line of sight unless you have at least 1% of stealth, Sea Worms actually have very low sight. |
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For "never stop aggroing you once they spot you" I just submitted the bug 0008975 on this. Seems to apply to all melee-type flying enemies. |
Date Modified | Username | Field | Change |
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Apr 30, 2012 1:09 pm | Leafy Greens | New Issue | |
Apr 30, 2012 2:07 pm | Quaix | Note Added: 0023078 | |
Apr 30, 2012 2:30 pm | Leafy Greens | Note Added: 0023081 | |
Apr 30, 2012 2:35 pm | Leafy Greens | Description Updated | |
Apr 30, 2012 3:52 pm | khadgar | Note Added: 0023091 | |
May 1, 2012 8:36 am | tigersfan | Internal Weight | => Feature Suggestion |
May 1, 2012 8:36 am | tigersfan | Status | new => considering |
May 1, 2012 5:56 pm | Leafy Greens | Tag Attached: balance | |
May 1, 2012 5:56 pm | Leafy Greens | Tag Attached: nerf | |
May 1, 2012 5:56 pm | Leafy Greens | Tag Attached: overpowered | |
May 1, 2012 8:27 pm | Kregoth | Note Added: 0023211 | |
May 1, 2012 8:29 pm | RetroNutcase | Note Added: 0023213 | |
May 2, 2012 12:51 am | Lokarin | Note Added: 0023250 | |
May 2, 2012 1:51 pm | RetroNutcase | Note Added: 0023288 | |
May 2, 2012 2:19 pm | MaxwellDemonic | Note Added: 0023290 | |
May 2, 2012 5:15 pm | RetroNutcase | Note Added: 0023314 | |
May 3, 2012 1:57 am | Lokarin | Note Added: 0023333 | |
Jul 19, 2012 9:35 pm | Matthew Carras | Note Added: 0026949 | |
Jul 19, 2012 9:36 pm | Matthew Carras | Note Edited: 0026949 | |
Jul 20, 2012 6:24 pm | Leafy Greens | Relationship added | related to 0008975 |